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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   MusicallyInspired 

  • The Sarien Encounter

#6361

Don't worry about it. :lol:
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User is offline   Jmoc 

#6362

Is there a way to increase the maximum number of spawned sprites?
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User is offline   LeoD 

  • Duke4.net topic/3513

#6363

View PostJmoc, on 24 September 2021 - 02:20 AM, said:

Is there a way to increase the maximum number of spawned sprites?
I'm sure the answer is no because IIRC it would require massive changes at the very core of the engine to increase MAXSPRITES beyond the current limit of 16384.
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User is offline   LeoD 

  • Duke4.net topic/3513

#6364

r9710 observations:

- EDuke32 doesn't center a non-fullscreen window with r_vsync "1" in settings.cfg.

- Wangulator startup window needs update:
Attached Image: wangulator-9710-start-1.jpg Attached Image: wangulator-9710-start-2.jpg

- source/kenbuild/src/game.cpp doesn't compile.

- ekenbuild-editor.exe doesn't link.

[EDIT:]
- eduke32.log and mapster32.log start with a useless empty line
- mapster32 bad default: should start with a centered window (started without cfg files)

Attached thumbnail(s)

  • Attached Image: mapster32-bad-origin.jpg

Attached File(s)



This post has been edited by LeoD: 07 October 2021 - 09:09 AM

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User is offline   uLTra 

#6365

Hey there, I have just a short question.
When I mapped whitenoise back then I could switch the polymer light on and off by using ACTIVATORLOCKED in the same sector.

But in the current version of eduke this method doesn't work. Is there now another way to make this work?
This was a very nice touch and don't want to use older versions either, because I was testing the map the whole time with newer versions
Thank you :)
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User is offline   Mark 

#6366

There are a few threads in the bug reports section concerning recent Polymer. TX is in the middle of implementing changes/improvements and he mentioned some things may break. And they have. ;) Its also going to be a long process so you might have to use an older version for a while.

Try 9782 from January of this year. It is right before the version that broke the flashlight too. Maybe you'll have good luck with that and not have to go back too far.

This post has been edited by Mark: 13 March 2022 - 10:55 AM

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User is offline   uLTra 

#6367

View PostMark, on 13 March 2022 - 10:51 AM, said:

There are a few threads in the bug reports section concerning recent Polymer. TX is in the middle of implementing changes/improvements and he mentioned some things may break. And they have. ;) Its also going to be a long process so you might have to use an older version for a while.

Try 9782 from January of this year. It is right before the version that broke the flashlight too. Maybe you'll have good luck with that and not have to go back too far.


thanks for pointing that out, I missed that :-)
with older versions this works now.

but unfortunately the lighting effects of the drones and domelite aren't working in the older versions. and they are really good and an improvement for the atmosphere :D
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User is offline   Mark 

#6368

Work slowly and maybe Polymer will be ready when you are. :P
1

User is offline   uLTra 

#6369

Just a short question :-)
Is there a way to turn off the polymer light especially of the tripbombs?
Tried a few things but it hadn't worked out.

Attached thumbnail(s)

  • Attached Image: duke0053.jpg

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User is offline   Mark 

#6370

gamevar temp 0 0

state nolight
getactor[THISACTOR].htflags temp
orvar temp 256
setactor[THISACTOR].htflags temp
ends

onevent EVENT_GAME
ifactor TRIPBOMBSPRITE state nolight
endevent

Here is the original discussion... https://forums.duke4...dpost__p__40634

It looks like this will work if those tripbombs are in the map at the start, not spawned in later.

This post has been edited by Mark: 19 March 2022 - 02:18 PM

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User is offline   uLTra 

#6371

Thanks for the advice and code snippet.
But this is not working with TRIPBOMBSPRITE or TRIPBOMB. So I thought I did something wrong. But this works fine with the ATOMICHEALTH or DOMELITE so the code is actually right :huh:

Then I figured out I had to disable it using the LASERLINE "actor.". Now this works as I wish. Even the tripbombs I put myself on the wall :)
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User is offline   Micky C 

  • Honored Donor

#6372

It seems that entire voxels are drawn at a constant shade. Is there any way to make the shading variable with distance across the voxel, if only in polymost? The issue becomes quite noticeable for larger voxels. I’d be surprised if this isn’t possible given that they’re rendered as models.
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User is offline   carmatic 

#6373

Hello everyone, I was playing through World Tour through EDuke32, and I noticed that there are no visible dynamic shadows, even though turning that option on in the menus causes a big performance hit in some areas... I am running the 26th October build of EDuke32
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